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Rybu
06-05-2006, 10:01 PM
<div></div><p><span>As some of you may have already noticed, most of the Nektulos zone has had a lot of changes in this update. Please post any comments and feedback on the zone changes in this thread.</span></p><p><span> </span></p><p><span>Changes:</span></p><ul><li><span>Most of the population has been re-done and much more of the zone should be solo-friendly than it was previously.</span></li><li><span>The path from the Commonlands to the docks is now much, much safer thanks to the efforts of the Freeport Militia. </span></li><li><span>New hazardous plants have begun growing in the forest, making it very important to watch where you step.</span></li><li><span>A new tribe of fungusmen have sprung up on the behemoth island.</span></li><li><span>The dreaded Nek wasps have been seen in greatly increased numbers.</span></li><li><span>The owlbears and firelight shrillers have moved to a more mountainous region now that the militia has cleared the roads.</span></li><li><span>The rivers once again contain piranha, but it appears they aren’t the only thing lurking in the water now.</span></li><li><span>A large portion of the forest has been infested with a new form of parasite that seems to be devouring the trees.</span></li></ul><p><span> </span></p><p><span>Known issues:</span></p><ul><li><span>The Freeport Militia guards seem to be taking out their aggressions on each other.</span></li><li><span>Spiteweed, which should give those unfortunate enough to step in it a rather painful rash, seems to be rather ineffective at the moment.</span></li><li><span>A few areas of the forest are  currently  empty </span></li></ul><div></div>

KerowynnKaotic
06-05-2006, 10:19 PM
<BR> <BLOCKQUOTE> <HR> Rybu wrote:<BR> <P><SPAN>Changes:</SPAN></P> <UL> <LI><SPAN>The path from the Commonlands to the docks is now much, much safer thanks to the efforts of the Freeport Militia. </SPAN></LI> <LI><SPAN>The rivers once again contain piranha, but it appears they aren’t the only thing lurking in the water now.</SPAN></LI> <LI><SPAN>A large portion of the forest has been infested with a new form of parasite that seems to be devouring the trees.</SPAN></LI></UL> <P><BR></P> <HR> </BLOCKQUOTE> <P>Woot!  Always thought it was strange there wasn't anything in the waterways in Nek Forest!  </P> <P>Any hopes that the tree parasite could mutate into a mountain eating parasite?   Just to thin down some of the strange .. "While this looks like a mole hill I could just jump over it's really the Rockies and I need to go around 3 states to get to the other side" .. mountains there are in Nek?<BR></P>

Geekyone
06-05-2006, 10:34 PM
<DIV>Still needs to be made darker and more fog added.  I remember it actually being the scariest place in EQ1, because I couldn't see 2 feet in front of me and it had very ominous sounds to it.</DIV> <DIV> </DIV> <DIV>Darker and more fog 4teh win!</DIV>

Rastaah
06-05-2006, 10:41 PM
While I did not play EQ1 I will say one thing EQ2 has heads and shoulders above WOW is the scary/fear factor. That is what I am just eating up about EQ2 after WOW.Is it feels scary, make it scarier!!!!! I agree. There is nothing better in a game than not knowing all the time whats coming next. WOW is way way too predictable and I'm loving EQ2s little bits of unpredictability.

Rybu
06-05-2006, 10:51 PM
<div></div><blockquote><hr>KerowynnKaotic wrote:<div></div><blockquote><hr>Rybu wrote:<div></div><p><span>Changes:</span></p><ul><li><span>The path from the Commonlands to the docks is now much, much safer thanks to the efforts of the Freeport Militia. </span></li><li><span>The rivers once again contain piranha, but it appears they aren’t the only thing lurking in the water now.</span></li><li><span>A large portion of the forest has been infested with a new form of parasite that seems to be devouring the trees.</span></li></ul><p></p><hr></blockquote><p>Woot!  Always thought it was strange there wasn't anything in the waterways in Nek Forest!  </p><p>Any hopes that the tree parasite could mutate into a mountain eating parasite?   Just to thin down some of the strange .. "While this looks like a mole hill I could just jump over it's really the Rockies and I need to go around 3 states to get to the other side" .. mountains there are in Nek?</p><hr></blockquote>Ahh, I forgot to mention that there have also been some changes to many of the hills that were previously impassable. Many of the hills have had their edges lowered to allow you to walk over them and most of the hills that still can't be walked over have had their edges raised to make this more obvious. There are still places you can't walk through, but there shouldn't be quite so many now.<div></div>

Heattanu
06-05-2006, 11:11 PM
<BR> <BLOCKQUOTE> <HR> Rybu wrote:<BR> <P><SPAN>As some of you may have already noticed, most of the Nektulos zone has had a lot of changes in this update. Please post any comments and feedback on the zone changes in this thread.</SPAN></P> <P><SPAN>Changes:</SPAN></P> <UL> <LI><SPAN>The owlbears and firelight shrillers have moved to a more mountainous region now that the militia has cleared the roads.</SPAN></LI></UL> <HR> </BLOCKQUOTE> <P>This has been overdone. The owlbears are completely invisible from any part of the road system. It took me a long time to find them. This is a mistake, because they were part of what makes Nektulos Forest such a unique and spooky zone. Owlbears are some of the most distinctive mobs in the game, and have great nostagia value for those of us who played EQ1. Luclin may have been destroyed, but the owlbears survived!</P> <P>Please move the owlbears out next to the road in the Valley of the Bears region. I understand why they were moved from the main drag between Commonlands and the docks, but the Valley is enough off the beaten path as to provide no threat to newbies passing through. </P> <P>As it stands Nektulos mobs are a bit boring with lots of generic bears, wolves, skellies, spiders and snakes. All the unique mobs have been moved completely out of sight. Even the treants and the rumble roots are kept in the back woods. Safe....and boring.<BR></P><p>Message Edited by Heattanu on <span class=date_text>06-05-2006</span> <span class=time_text>12:12 PM</span>

Delpha
06-05-2006, 11:36 PM
<BR> <BLOCKQUOTE> <HR> Rybu wrote:<BR> <BR>Ahh, I forgot to mention that there have also been some changes to many of the hills that were previously impassable. Many of the hills have had their edges lowered to allow you to walk over them and most of the hills that still can't be walked over have had their edges raised to make this more obvious. There are still places you can't walk through, but there shouldn't be quite so many now.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>Oh thank you thank you thank you!!!!  I may go finish a bunch of those old quests now, if they are still finishable. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  I really despise 'zones on rails'. </P> <P> </P>

BaruMonk
06-06-2006, 01:05 AM
<blockquote><hr>KerowynnKaotic wrote:Woot! Always thought it was strange there wasn't anything in the waterways in Nek Forest!<hr></blockquote>Always? Not anything in the waterways? Ah, I remember the good ol' days... *wavy memory fade lines*It was late 2004... Virulence had turned 20, and decided to finally go through that door in the Commonlands that had "Nektulos Forest" as a label on it, wondering what would meet him on the other side. He zoned in, and as the zoning graphic faded out, bringing the world into visioOH MY GOD THERE'S A FRICKIN' HUGE PIRANHA IN MY FACE!!!! ZONE OUT! RUN AWAAAAY!Scarred for at least 24 hours, I returned to the relative safety of Fallen Gate. Even once I was was able to return, though, crossing that river was a perilous journey... the aquatic wildlife assalted me en masse, and even <i>followed me</i> out of the water (obviously skipping a few steps in their Evolution class)!Of course, you whippersnappers are all spoiled silly now. When I was your level... :-p<p>Message Edited by BaruMonkey on <span class=date_text>06-05-2006</span> <span class=time_text>05:08 PM</span>

Bhagpuss
06-06-2006, 02:13 AM
<div></div>The Freeport Militia have massively overdone the road clearance operation. Typical of their heavy-handed approach. Clearing the path so that travel is safer is one thing, but clearing it 100 yards back from the road in any direction totally ruins the hunting there. Personally I think it could have done with being made more dangerous rather than safer, but the version on Test at the moment renders a huge area that previoulsy had excellent, fun hunting into an empty waste of space. <p>Message Edited by Bhagpuss on <span class=date_text>06-05-2006</span> <span class=time_text>11:13 PM</span>

Nainitsuj
06-06-2006, 03:13 AM
<BR> <BLOCKQUOTE> <HR> Bhagpuss wrote:<BR> The Freeport Militia have massively overdone the road clearance operation. Typical of their heavy-handed approach.<BR><BR>Clearing the path so that travel is safer is one thing, but clearing it 100 yards back from the road in any direction totally ruins the hunting there. <BR><BR>Personally I think it could have done with being made more dangerous rather than safer, but the version on Test at the moment renders a huge area that previoulsy had excellent, fun hunting into an empty waste of space.<BR><BR> <P>Message Edited by Bhagpuss on <SPAN class=date_text>06-05-2006</SPAN> <SPAN class=time_text>11:13 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>It was done so all the Qeynosians who are tired of playing a Qeynosian wouldn't have to step up to Freeports level of difficulty.  Next we'll see wild flowers and skipping trolls in EFP.  Our houses will have built in fire places and windows.  *Shudder*

Maroger
06-06-2006, 03:35 AM
<P>Don't care much for a lot of the changes.</P> <P>A lot of quests and writs depend on Owlbears and now they are way off the beaten path - same is true of Rumbleroots and Shrillers.</P> <P>Please don't put these quest mob in such hard to reach places -- they were fine were they were.</P> <P>Are you planning to change the quests we have related to them?</P> <P>Also NO FOG, please.</P> <P> </P> <P> </P>

Mareth
06-06-2006, 04:25 AM
The only things that really annoyed me about nek was the invisible walls, the Fiery Bats of Utter Doom (linked mobs spread over a huuuuge area? No thanks), and the fact that it wasn't darker.My guildies would complain that there was too much aggro, but I liked it, you got good at dodging aggro and running fast, as opposed to just going around it as you would do in TS <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />I'm looking forward to seeing these changes, I just hope it wont be made too 'easy'<div></div>

PotatoeGuru
06-06-2006, 04:28 AM
Any chance of adding some harvesting nodes on the "dock side" of Nek? Everything thing seems to be centered around "lower" Marr's Ascent and above.

Littl
06-06-2006, 04:59 AM
This is great news! Previously I would avoid Nek unless I had a group and even then, a couple steps back and you had mobs on you. It was very overspawned I thought. Good to hear of these changes, now I can go and finish some quests I previously didn't finish <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

Stillwate
06-06-2006, 12:41 PM
As a Qeynosian, I am here to say many of us love Nek! It is still one of my favorite zones. I love the aura and music. The whole place is cool <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Being loyal to the Queen has no bearing on my love for this forest and the Commonlands themselves, even the wailing caves are interesting and fun.Glad a lot of zones are being played with and updated, makes it fun to head back there to explore and/or mentor.Thanks devs!<div></div>

Thunderthyze
06-06-2006, 12:43 PM
<BR> <BLOCKQUOTE> <HR> Geekyone wrote:<BR> <DIV>Still needs to be made darker and more fog added.  I remember it actually being the scariest place in EQ1, because I couldn't see 2 feet in front of me and it had very ominous sounds to it.</DIV> <DIV> </DIV> <HR> </BLOCKQUOTE><BR>Agreed, but by doing so would make Freeportians at a severe disadvantage to Qeynosians as Thundering Steppes is cake compared to EQ1 Nek! :smileywink:

Maroger
06-07-2006, 04:48 AM
<BR> <BLOCKQUOTE> <HR> PotatoeGuru wrote:<BR> Any chance of adding some harvesting nodes on the "dock side" of Nek? Everything thing seems to be centered around "lower" Marr's Ascent and above.<BR> <HR> </BLOCKQUOTE>I have noticed the real lack of harvesting nodes in Nek as compared to TS. We do need more accessible nodes in Nek than is currently the case.<BR>

Riftsburn
06-07-2006, 08:38 AM
My take, so far:1)I'm pleased overall with the changes.  As a long time eq2 roleplayer, i'm happy in my hightops over what these changes mean. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> So, kudos to you folks for keeping the game evolving, rather than *completely* static.2)While my necro never had any trouble getting from the Commonlands to the Nek dock, my defiler on AB will thank you for making it less of a suicide run.3)The new mobs are nice, and lazy as I am, I don't really mind having to explore a bit to find the things I need for quests that I'd started previous to the changes.  I do, however, hope that I don't have quests that will send me looking for obsolete mobs. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />As I said at the beginning, overall, I'm pretty happy so far. I've not tested it *extensively* yet, but what I've seen so far, I like.  Oh, and I have spent time in Nek harvesting for the first time ever on any of my characters. That alone is awesome, it means I don't have to keep my centaur faction if I don't want to. /laugh<div></div>

BungFoo
06-07-2006, 11:07 PM
I haven't had a chance to see for my self yet but I wanted to thank you for taking a look at Nek and for continuing to develop the game. This is one of the primary reasons I like eq2 so much.<div></div>

Macibaru
06-07-2006, 11:20 PM
<div><blockquote><hr>BaruMonkey wrote:Always? Not anything in the waterways? Ah, I remember the good ol' days... *wavy memory fade lines*It was late 2004... Virulence had turned 20, and decided to finally go through that door in the Commonlands that had "Nektulos Forest" as a label on it, wondering what would meet him on the other side. He zoned in, and as the zoning graphic faded out, bringing the world into visioOH MY GOD THERE'S A FRICKIN' HUGE PIRANHA IN MY FACE!!!! ZONE OUT! RUN AWAAAAY!Scarred for at least 24 hours, I returned to the relative safety of Fallen Gate. Even once I was was able to return, though, crossing that river was a perilous journey... the aquatic wildlife assalted me en masse, and even <i>followed me</i> out of the water (obviously skipping a few steps in their Evolution class)!Of course, you whippersnappers are all spoiled silly now. When I was your level... :-p<p>Message Edited by BaruMonkey on <span class="date_text">06-05-2006</span> <span class="time_text">05:08 PM</span></p><hr></blockquote>Wow, that sounds exactly like my first experience there. At 20, it seemed every time I tried to go there someone had just trained the entire river to the zone line. The one or two times I went there that they weren't at the zone, they were hovering above the water like some freaky flying space pirahna. At 31 as my new char, it still scares the crap out of me a little bit to have to move through Nek. I almost got killed the other day when like 9 green bears jumped me and all managed to get their root proc off at once.I hope they don't make the zone too 'safe'. I like that us evils get it harder than the goodies. It makes me feel leet.</div>

Tarkin-Wretch
06-08-2006, 09:17 PM
<P>the placement of mobs seems a bit more intelligent.  i noticed a majority of mobs now are single pulls with a few less ^^^ 's.  2 additions that excited me the most were the shadow bears and wolves.  i hope they drop shadow pelts again =).  i killed a few but didnt see any shadow pelts.  thankfully gargoyle gorge actually has some gargoyles in it now.  the urchines? i think they were called, look [expletive haxx0red by Raijinn] cool.  i didnt notice them eating the trees although they were mostly on trees when i saw them.  i did notice alot of new young trees in the zone.  gives me the impression the world is healing itself.  i hope this was intended.  the tunnel to the falls area was inspiring.  the soul leeches were cool but hard to see.  most times i didnt know i ran by one until its debuff hit me.  the ground spawn flowers, weeds, and shrooms are nice and the effects are interesting.  i didnt hunt much so i dont know what kind of an effect it will actually have to players xp'ing in the zone.  the dead militia guard ground spawns...i couldnt figure out what they were for.  they would disappear after you stood next to them for about 20 seconds.  one appeared to be under some rubble giving it the impression he was crushed by it, which was cool but after seeing mroe of them, i think it was just by chance that one spawned there.</P> <P>things  i didnt much care for would be the fact there are no more ghost asslings at camp leeot sp? in the valley of souls.  all i saw were grinnins which i think were ghouls, which is nice but i thought it was an assling camp.  the spawns seem a bit think thru the entire zone also.  im guessing it not done.  in some areas i ran for a long time without seeing any mobs and there were only 3 people in the zone at the time, 2 of which were me and a friend.  is the population of mobs based upon the amount of people in the zone?  i heard no mention of this but ive seen it done in other games so i figured id ask.  Grelkor should spawn more often.  not the followers, but actual grelkor.  gul'thex citadel should be more than it is.  its quite a landmark in nek but it doesnt have anything of interest.</P>

Maroger
06-09-2006, 07:44 AM
<BR> <BLOCKQUOTE> <HR> Riftsburn wrote:<BR>My take, so far:<BR><BR>1)I'm pleased overall with the changes.  As a long time eq2 roleplayer, i'm happy in my hightops over what these changes mean. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> So, kudos to you folks for keeping the game evolving, rather than *completely* static.<BR><BR>2)While my necro never had any trouble getting from the Commonlands to the Nek dock, my defiler on AB will thank you for making it less of a suicide run.<BR><BR>3)The new mobs are nice, and lazy as I am, I don't really mind having to explore a bit to find the things I need for quests that I'd started previous to the changes.  I do, however, hope that I don't have quests that will send me looking for obsolete mobs. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR><BR><BR>As I said at the beginning, overall, I'm pretty happy so far. I've not tested it *extensively* yet, but what I've seen so far, I like.  <BR><BR>Oh, and I have spent time in Nek harvesting for the first time ever on any of my characters. That alone is awesome, it means I don't have to keep my centaur faction if I don't want to. /laugh<BR> <BR> <HR> </BLOCKQUOTE>I wanted to cry when I messed up my centaur faction in TS on one of my characters - and I have been harvesting in Nek and let me tell you I hope the new changes improve Nek harvesting by making the harvesting nodes  more accessible and more plentiful than is currently the case.!!<BR>

Vollux
06-09-2006, 06:52 PM
<DIV>The new plant life seems to be a tad over eager the closer you get to the waterfall.  Inny save you if you run by more then one or two soul leechs since they don't suffer from any stacking issues. </DIV> <DIV> </DIV> <DIV>All eight dots landed firm on me <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />. </DIV> <DIV> </DIV> <DIV>I'm baffled as the the quest starter for the new book quest. </DIV> <DIV> </DIV> <DIV>According to the Update notes</DIV> <DIV> </DIV> <DIV>"- A new book collection quest, "The Behemoth," has been added. Hints as to how this quest is started can be found on the forums-"</DIV> <DIV> </DIV> <DIV>I thought this was the behemoth at the pond in Nek but is it actually the Behemoth in Zek?</DIV> <DIV> </DIV> <DIV> </DIV>